/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpTemplateManager.h" #include "simulation2/MessageTypes.h" #include "lib/utf8.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/XML/RelaxNG.h" #include "ps/XML/Xeromyces.h" static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/"; static const wchar_t ACTOR_ROOT[] = L"art/actors/"; class CCmpTemplateManager : public ICmpTemplateManager { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeGloballyToMessageType(MT_Destroy); } DEFAULT_COMPONENT_ALLOCATOR(TemplateManager) static std::string GetSchema() { return ""; } virtual void Init(const CSimContext& context, const CParamNode& UNUSED(paramNode)) { m_Validator.LoadGrammar(context.GetComponentManager().GenerateSchema()); // TODO: handle errors loading the grammar here? // TODO: support hotloading changes to the grammar } virtual void Deinit(const CSimContext& UNUSED(context)) { } virtual void Serialize(ISerializer& serialize) { // TODO: refactor the common bits of this? also need nicer debug output serialize.NumberU32_Unbounded("num entities", (u32)m_LatestTemplates.size()); std::map::const_iterator it = m_LatestTemplates.begin(); for (; it != m_LatestTemplates.end(); ++it) { serialize.NumberU32_Unbounded("id", it->first); serialize.String("template", it->second, 0, 256); } // TODO: will need to serialize techs too, because we need to be giving out // template data before other components (like the tech components) have been deserialized } virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize) { Init(context, paramNode); u32 numEntities; deserialize.NumberU32_Unbounded(numEntities); for (u32 i = 0; i < numEntities; ++i) { entity_id_t ent; std::wstring templateName; deserialize.NumberU32_Unbounded(ent); deserialize.String(templateName, 0, 256); m_LatestTemplates[ent] = templateName; } } virtual void HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_Destroy: { const CMessageDestroy& msgData = static_cast (msg); // Clean up m_LatestTemplates so it doesn't record any data for destroyed entities m_LatestTemplates.erase(msgData.entity); break; } } } virtual const CParamNode* LoadTemplate(entity_id_t ent, const std::wstring& templateName, int playerID); virtual const CParamNode* GetTemplate(std::wstring templateName); virtual const CParamNode* LoadLatestTemplate(entity_id_t ent); virtual std::wstring GetCurrentTemplateName(entity_id_t ent); virtual std::vector FindAllTemplates(); private: // Entity template XML validator RelaxNGValidator m_Validator; // Map from template name (XML filename or special |-separated string) to the most recently // loaded non-broken template data. This includes files that will fail schema validation. // (Failed loads won't remove existing entries under the same name, so we behave more nicely // when hotloading broken files) std::map m_TemplateFileData; // Map from template name to schema validation status. // (Some files, e.g. inherited parent templates, may not be valid themselves but we still need to load // them and use them; we only reject invalid templates that were requested directly by GetTemplate/etc) std::map m_TemplateSchemaValidity; // Remember the template used by each entity, so we can return them // again for deserialization. // TODO: should store player ID etc. std::map m_LatestTemplates; // (Re)loads the given template, regardless of whether it exists already, // and saves into m_TemplateFileData. Also loads any parents that are not yet // loaded. Returns false on error. // @param templateName XML filename to load (not a |-separated string) bool LoadTemplateFile(const std::wstring& templateName, int depth); // Constructs a standard static-decorative-object template for the given actor void ConstructTemplateActor(const std::wstring& actorName, CParamNode& out); // Copy the non-interactive components of an entity template (position, actor, etc) into // a new entity template void CopyPreviewSubset(CParamNode& out, const CParamNode& in); // Copy the components of an entity necessary for a construction foundation // (position, actor, armour, health, etc) into a new entity template void CopyFoundationSubset(CParamNode& out, const CParamNode& in); }; REGISTER_COMPONENT_TYPE(TemplateManager) const CParamNode* CCmpTemplateManager::LoadTemplate(entity_id_t ent, const std::wstring& templateName, int UNUSED(playerID)) { m_LatestTemplates[ent] = templateName; const CParamNode* templateRoot = GetTemplate(templateName); if (!templateRoot) return NULL; // TODO: Eventually we need to support techs in here, and return a different template per playerID return templateRoot; } const CParamNode* CCmpTemplateManager::GetTemplate(std::wstring templateName) { // Load the template if necessary if (!LoadTemplateFile(templateName, 0)) { LOGERROR(L"Failed to load entity template '%ls'", templateName.c_str()); return NULL; } // Compute validity, if it's not computed before if (m_TemplateSchemaValidity.find(templateName) == m_TemplateSchemaValidity.end()) m_TemplateSchemaValidity[templateName] = m_Validator.Validate(templateName, m_TemplateFileData[templateName].ToXML()); // Refuse to return invalid templates if (!m_TemplateSchemaValidity[templateName]) return NULL; const CParamNode& templateRoot = m_TemplateFileData[templateName].GetChild("Entity"); if (!templateRoot.IsOk()) { LOGERROR(L"Invalid root element in entity template '%ls'", templateName.c_str()); return NULL; } // TODO: the template ought to be validated with some schema, so we don't // need to nicely report errors like invalid root elements here return &templateRoot; } const CParamNode* CCmpTemplateManager::LoadLatestTemplate(entity_id_t ent) { std::map::const_iterator it = m_LatestTemplates.find(ent); if (it == m_LatestTemplates.end()) return NULL; return LoadTemplate(ent, it->second, -1); } std::wstring CCmpTemplateManager::GetCurrentTemplateName(entity_id_t ent) { std::map::const_iterator it = m_LatestTemplates.find(ent); if (it == m_LatestTemplates.end()) return L""; return it->second; } bool CCmpTemplateManager::LoadTemplateFile(const std::wstring& templateName, int depth) { // If this file was already loaded, we don't need to do anything if (m_TemplateFileData.find(templateName) != m_TemplateFileData.end()) return true; // Handle infinite loops more gracefully than running out of stack space and crashing if (depth > 100) { LOGERROR(L"Probable infinite inheritance loop in entity template '%ls'", templateName.c_str()); return false; } // Handle special case "actor|foo" if (templateName.find(L"actor|") == 0) { ConstructTemplateActor(templateName.substr(6), m_TemplateFileData[templateName]); return true; } // Handle special case "preview|foo" if (templateName.find(L"preview|") == 0) { // Load the base entity template, if it wasn't already loaded std::wstring baseName = templateName.substr(8); if (!LoadTemplateFile(baseName, depth+1)) { LOGERROR(L"Failed to load entity template '%ls'", baseName.c_str()); return false; } // Copy a subset to the requested template CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]); return true; } // Handle special case "foundation|foo" if (templateName.find(L"foundation|") == 0) { // Load the base entity template, if it wasn't already loaded std::wstring baseName = templateName.substr(11); if (!LoadTemplateFile(baseName, depth+1)) { LOGERROR(L"Failed to load entity template '%ls'", baseName.c_str()); return false; } // Copy a subset to the requested template CopyFoundationSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]); return true; } // Normal case: templateName is an XML file: VfsPath path = VfsPath(TEMPLATE_ROOT) / (templateName + L".xml"); CXeromyces xero; PSRETURN ok = xero.Load(path); if (ok != PSRETURN_OK) return false; // (Xeromyces already logged an error with the full filename) int attr_parent = xero.GetAttributeID("parent"); utf16string parentStr = xero.GetRoot().GetAttributes().GetNamedItem(attr_parent); if (!parentStr.empty()) { std::wstring parentName(parentStr.begin(), parentStr.end()); // To prevent needless complexity in template design, we don't allow |-separated strings as parents if (parentName.find('|') != parentName.npos) { LOGERROR(L"Invalid parent '%ls' in entity template '%ls'", parentName.c_str(), templateName.c_str()); return false; } // Ensure the parent is loaded if (!LoadTemplateFile(parentName, depth+1)) { LOGERROR(L"Failed to load parent '%ls' of entity template '%ls'", parentName.c_str(), templateName.c_str()); return false; } CParamNode& parentData = m_TemplateFileData[parentName]; // Initialise this template with its parent m_TemplateFileData[templateName] = parentData; } // Load the new file into the template data (overriding parent values) CParamNode::LoadXML(m_TemplateFileData[templateName], xero); return true; } void CCmpTemplateManager::ConstructTemplateActor(const std::wstring& actorName, CParamNode& out) { std::string name = utf8_from_wstring(CParamNode::EscapeXMLString(actorName)); std::string xml = "" "" "" "upright" "0" "false" "" "" "" + name + "" "" ""; out.LoadXMLString(out, xml.c_str()); } static LibError AddToTemplates(const VfsPath& pathname, const FileInfo& UNUSED(fileInfo), const uintptr_t cbData) { std::vector& templates = *(std::vector*)cbData; // Strip the .xml extension VfsPath pathstem = change_extension(pathname, L""); // Strip the root from the path std::wstring name = pathstem.string().substr(ARRAY_SIZE(TEMPLATE_ROOT)-1); // We want to ignore template_*.xml templates, since they should never be built in the editor if (name.substr(0, 9) == L"template_") return INFO::OK; templates.push_back(name); return INFO::OK; } static LibError AddActorToTemplates(const VfsPath& pathname, const FileInfo& UNUSED(fileInfo), const uintptr_t cbData) { std::vector& templates = *(std::vector*)cbData; // Strip the root from the path std::wstring name = pathname.string().substr(ARRAY_SIZE(ACTOR_ROOT)-1); templates.push_back(L"actor|" + name); return INFO::OK; } std::vector CCmpTemplateManager::FindAllTemplates() { // TODO: eventually this should probably read all the template files and look for flags to // determine which should be displayed in the editor (and in what categories etc); for now we'll // just return all the files std::vector templates; LibError ok; // Find all the normal entity templates first ok = fs_util::ForEachFile(g_VFS, TEMPLATE_ROOT, AddToTemplates, (uintptr_t)&templates, L"*.xml", fs_util::DIR_RECURSIVE); WARN_ERR(ok); // Add all the actors too ok = fs_util::ForEachFile(g_VFS, ACTOR_ROOT, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", fs_util::DIR_RECURSIVE); WARN_ERR(ok); return templates; } void CCmpTemplateManager::CopyPreviewSubset(CParamNode& out, const CParamNode& in) { // We only want to include components which are necessary (for the visual previewing of an entity) // and safe (i.e. won't do anything that affects the synchronised simulation state), so additions // to this list should be carefully considered std::set permittedComponentTypes; permittedComponentTypes.insert("Ownership"); permittedComponentTypes.insert("Position"); permittedComponentTypes.insert("VisualActor"); permittedComponentTypes.insert("Footprint"); permittedComponentTypes.insert("Obstruction"); // (This could be initialised once and reused, but it's not worth the effort) CParamNode::LoadXMLString(out, ""); out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes); // Disable the Obstruction component (if there is one) so it doesn't affect pathfinding // (but can still be used for testing this entity for collisions against others) if (out.GetChild("Entity").GetChild("Obstruction").IsOk()) CParamNode::LoadXMLString(out, ""); } void CCmpTemplateManager::CopyFoundationSubset(CParamNode& out, const CParamNode& in) { // TODO: this is all kind of yucky and hard-coded; it'd be nice to have a more generic // extensible scriptable way to define these subsets std::set permittedComponentTypes; permittedComponentTypes.insert("Ownership"); permittedComponentTypes.insert("Position"); permittedComponentTypes.insert("VisualActor"); permittedComponentTypes.insert("Identity"); permittedComponentTypes.insert("Obstruction"); permittedComponentTypes.insert("Selectable"); permittedComponentTypes.insert("Footprint"); permittedComponentTypes.insert("Armour"); permittedComponentTypes.insert("Health"); permittedComponentTypes.insert("Cost"); CParamNode::LoadXMLString(out, ""); out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes); // TODO: the foundation shouldn't be considered an obstruction by default, until construction has // really started, to prevent players abusing it to block their opponents // Switch the actor to foundation mode CParamNode::LoadXMLString(out, ""); // Add the Foundation component, to deal with the construction process CParamNode::LoadXMLString(out, ""); // Initialise health to 1 CParamNode::LoadXMLString(out, "1"); }